Hey, I'm sorry. I just realized that the research question wasn't answered. I actually shouldn't talk about the research that I'm working on for the professor much, but I can say that it's on Constitutional Law and what are called landmark decisions.

I played collegiate rugby, so I follow my position's workout regiment. I'm a scrum half, so I need to be quick but also run for the entire 80 minutes. So, it's interval training mixed with endurance. The legs and back are the most important part, too, since I need to be strong in the tackle.

And, thanks! My friends might not be able to make it, we have different obligations at our school, and some of them might have to work on Thursday, but I'm definitely going to get out there.

Dito is right about the DOT, but there is also the Shield Web Interdictor. The passive on that is that landing skill damage on an opponent stops their shield from recharging for 8 seconds. That's another thing that could be stopping the "immediate shield recharge" if you're within those eight seconds. I haven't tested tthisto see if it actually does stop all "immediate recharge" but it's something to think about.

If you take the ball into your own try zone and ground it, then the result is a scrum on the five meter line. The other team gets the put in, which normally also means possession. So, yes, but it isn't as simple as giving them two points. They still can get the full seven.

I don't know. If Ebner had wrapped and taken him to ground, I don't think that it would have been called.

His bailing out is most likely what got him a card. Further, the yellow card makes me think that it was more likely given for no intent to wrap rather than late contact. Only the sir truly knows why he gave it a yellow.

I can see that for advanced legendaries that can be hard to run the mission enough times to get, such as Boots of the Brute, but normal legendaries are easy to get, and lore legendaries are also pretty simple.

I'm curious which ones you think are ruining game balance and why, as well as if you think that the fixes applied in this upcoming patch will solve them for you.

I honestly don't know why people wouldn't run at least one legendary. I think most people's lore legendary is worth it alone. The passive is definitely worth the extra 750 shards from an epic. I run at least one legendary on every loadout except for Capture maps, which I do run three flawed common, so all shards go to Accelerators and Stingers.

For Incursion/Meltdown, two legendary passives really make a difference from doubling attack damage for melee characters from Vow of Vengeance all the way to getting the bonus reload speed from WF lore legendary. I think the people that believe that they can't afford to run legendaries aren't managing shards well enough, in all honesty. It takes some time to find a balance, but it is definitely easy to do after that time of intentional attention.

I don't like, in my opinion, wasting a space of gear for a shard generator, but I definitely see the appeal of using a flawed shard generator with a few legendaries. It is a good starting point, but soon, I think, people will see that it can be more beneficial to use a flawed uncommon that is tailored to your playstyle. I normally run an epic, rare, or uncommon in addition to my two legendaries.

The main good argument on the other side is experience gained. If you build things, you can get levels more quickly than your opponents. The third tier of any turret is 72 exp plus you probably have gotten the exp gain of the previous two levels, which I can't remember off of the top of my head (I think 18 and 36). This is a significant gain, but I personally believe that the extra damage or time gained from passives outweighs this benefit.

Getting to level 5 quickly is great and can be a significant pushing bonus, but once you hit level 7, the other team will be building, too, evening out that level imbalance. This is where that late vs early game comes out, but even then the early game differences aren't as large as the late game differences. A team of level fours can still hold back a team of level fives, even though it's more difficult. It's all about communication and team composition more so than having that extra level.

Yeah, I love this kind of detail. I use a headset, so I thought everyone could notice it, but this game rewards those who pay attention to the tiny little things. It's kind of mean to really casual players, but it's also fascinating. Orendi's ult is the most prominent of this type of notification, but there are other warnings that you can notice with some close attention.

Thorn's hand glowing, and I believe it's brighter when casting Wrath over Blight. Also, she always says something relating to Wrath of the Wild during the 2.5 second charge up.

Other Sounds:

Mellka's Ult

Marquis's Ult during charge, similar to Orendi.

Ambra always announces Extinction Event (Which is also the easiest to avoid anyway).

Shayne has a specific sound after setting down Tag Team before it actually begins.

The other more easily noticed ones that aren't the absolute most obvious thing in the world.

Phoebe's spin just before the Ult goes off, much easier to notice.

Rath's windup before Ult.

Everyone else's is super obvious before they use it, or they are relatively unnoticeable but are pretty weak. I think the most powerful without a significant indicator would be Kelvin's Ice Wall.

That's the new max roll. The battleplan said that they decreased the base attack damage by .5. Since presumably the rolls are done by a percentage of the base (max = 175% of base or whatever) this has affected the max roll by .7. A perfectly rolled Attack Speed at 9.8 is now down to 8.4. This was a very much announced change in the battleplan.

Additionally, to respond to the top post, the Lore Legendaries are Midrolls, not max nor min. It has been this way since about a month after the game came out. Look at any max roll and min roll piece of gear for your lore legendary type. It's exactly in the middle while they figure out how exactly to balance them all together. The complaint was about the variation and rolling of pieces of gear that you can only ever get once. Therefore, they standardized everything to be a hard choice to use the lore legendary or an epic that could have better stats but no great passive.

At the start of each fight or any sporting event, announcers will say the color of kit each person or team is wearing for people who have never seen the sport before. For instance, "James in the black shorts, Mitchell in the red." In this case, he couldn't say that, so he went to shoe color. Most likely he would say it at the beginning of each round for people just joining in.

We're not missing the point. We're simply, or at least I am, stating that the tone of the poem doesn't fit with the tone of Thorn's nerf. It's small, nuanced. The poem and the other nerfs were grand statements/real changes/detriments to the people or character.

If you take the slow on lvl 1, then you can capture battleborn inside of it for a few seconds and the minions never get out. The nerf will lessen your damage dealt by maybe 15-20 thousand over the course of the game, and when a non-skilled Thorn easily deals over 145,000 in a 20-25 minute match, that's not that bad.

A skilled Thorn in the same amount of time should probably be getting around or over 175 to 200, which was a little excessive. I definitely agree with SNKX that she could have used a little nerf, but I thought it was going to be to Wrath of the Wild, which is one of the best, if not the absolute best, attacking ultimate in the game.

I used to play a lot of Thorn and can definitely understand missing the damage and utility of the 12 second blight, but she really did need some type of slight nerf. I think this is pretty good.

But that is only half of the game, so it's not meant to be the only thing the developers have in mind. Restricting the discussion to PVP eliminates a big part of the thought process that the developers went through. Of course some things will be bad for PVP because that's more about focusing damage on a few targets rather than spreading damage out to large groups. If you eliminate that half of the game, then of course some helix options will seem ill conceived. That's not a problem with the development, but instead a problem with your perception of the game broadly.